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// --- Enforce exactly 5 sheep for rounds 6 and above --- // This helper removes or adds sheep after normal spawning so that round >= 6 always has exactly 5 sheeps. function enforceSheepCountForHighRounds() { try { if (typeof round === 'undefined' || round < 6) return; if (!Array.isArray(sheeps)) window.sheeps = window.sheeps || []; if (typeof totalSheeps === 'undefined') totalSheeps = sheeps.length; const target = 5; // Remove excess sheep (prefer non-platform, non-hill sheep first) while ((sheeps.length || 0) > target) { // try to remove a sheep that is not marked isOnPlatform/isOnHill/isStatic first let removed = false; for (let i = sheeps.length - 1; i >= 0; i--) { const s = sheeps[i]; if (!s) { sheeps.splice(i,1); if (totalSheeps>0) totalSheeps--; removed=true; break; } const ud = s.userData || {}; if (!ud.isOnPlatform && !ud.isOnHill && !ud.isStatic) { try { scene.remove(s); } catch(e) {} sheeps.splice(i,1); if (totalSheeps>0) totalSheeps--; removed = true; break; } } // if none removed, remove the last sheep if (!removed && sheeps.length > 0) { const s = sheeps.pop(); try { scene.remove(s); } catch(e) {} if (totalSheeps>0) totalSheeps--; } } // If fewer than target, spawn additional safe sheep near center/hills/platforms const safeSpawnLocations = []; // Prefer platform tops if available if (Array.isArray(platforms)) { for (let pl of platforms) { const topY = (pl.userData && typeof pl.userData.topY !== 'undefined') ? pl.userData.topY : (pl.position.y + 2); safeSpawnLocations.push({ x: pl.position.x + (Math.random()-0.5)*2, y: topY + 1.0, z: pl.position.z + (Math.random()-0.5)*2, tag: 'platform' }); } } // Then hills if (Array.isArray(hills)) { for (let h of hills) { const hx = h.position.x || h.userData?.x || 0; const hz = h.position.z || h.userData?.z || 0; const hy = (h.userData && (h.userData.height || h.userData.topY)) ? (h.userData.height + 0.5) : (h.position.y + 1.2); safeSpawnLocations.push({ x: hx + (Math.random()-0.5)*3, y: hy, z: hz + (Math.random()-0.5)*3, tag: 'hill' }); } } // Fallback: around player if (typeof player !== 'undefined' && player.position) { for (let i=0;i<6;i++) { safeSpawnLocations.push({ x: player.position.x + (Math.random()-0.5)*6, y: player.position.y + 1.2, z: player.position.z + (Math.random()-0.5)*6, tag:'nearPlayer' }); } } // Ensure unique-ish spawn positions by shuffling for (let i = safeSpawnLocations.length - 1; i > 0; i--) { const j = Math.floor(Math.random() * (i + 1)); const tmp = safeSpawnLocations[i]; safeSpawnLocations[i] = safeSpawnLocations[j]; safeSpawnLocations[j] = tmp; } while ((sheeps.length || 0) < target && safeSpawnLocations.length > 0) { const loc = safeSpawnLocations.shift(); try { const s = createSheep(loc.x, loc.y, loc.z); if (s) { // mark spawned sheep as static if placed on platform/hill to avoid physics surprises if (loc.tag === 'platform' || loc.tag === 'hill') s.userData.isOnPlatform = true; sheeps.push(s); totalSheeps++; } } catch(e) { // ignore spawn failures and continue with next location console.warn('enforceSheepCountForHighRounds spawn error', e); } } // final ensure: update UI if function exists if (typeof updateUI === 'function') updateUI(); } catch (e) { console.warn('enforceSheepCountForHighRounds error', e); } }